Difference between revisions of "Jumping"

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'''Jumping''' is meant here as adding an upwards impulse to the avatar by a user activity.
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'''Jumping''' in [[Doom]] can describe two different mechanics: jumping by adding an upwards impulse to the player avatar via user input, which is possible in a number of popular [[source port]]s such as [[PrBoom+]], [[DSDA-Doom]], [[ZDoom]], or [[GZDoom]], where this mechanic can be bound to a specific key, allowing the player to jump in a similar way as is seen in other {{wp|platformer|platform games}}, such as {{wp|Super Mario Bros.}} or {{wp|Prince of Persia (1989 video game)|Prince of Persia}}; and jumping as is possible under [[vanilla]] Doom restrictions, more frequently referred to as '''platforming''', where instead the player relies on horizontal momentum generated by running to allow them to run or fall over a gap between two platforms, thereby "jumping" from one to the other. The jump distance of platforming can be enhanced through [[straferunning]], which increases the maximum speed and momentum of the player, as well as [[rocket jumping]], which utilizes the horizontal backwards thrust generated by an exploding [[rocket]], and [[arch-vile jump|arch-vile jumping]], where the combination of horizontal and vertical thrust applied to the player avatar by an [[arch-vile]]'s attack is used to propel them across gaps and upwards onto otherwise unreachable ledges.
  
This can be achieved for a number of [[source port]]s which implement jumping by using an input device key which can be bound to a dedicated jumping feature.
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While jumping was not implemented in the original [[Doom engine]], with neither [[Doom]], [[Doom II]], nor [[Heretic]] offering it, vertical thrust was already an included feature, with the arch-vile's [[Arch-vile jump|attack]] showcasing the mechanic (or the tornado attack of the [[iron lich]] in Heretic). User-controlled jumping was then added in both [[Hexen]] and [[Strife]], which ran on an enhanced version of the Doom engine.
  
Jumping was not implemented originally in the Doom engine, and neither [[Doom]] nor [[Heretic]] offer it, however it was added to [[Hexen]] and [[Strife]].
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Without jumping, the maximum elevation that the player can step up is 24 [[map unit]]s of height (16 in Strife), allowing for the creation of "ridiculously low walls" that must be lowered or otherwise worked around before the player can reach what lies in plain sight behind, for example a power-up, key, or switch. However, the player avatar, in contrast to most non-flying monsters, is able to step up narrow stairs, which has been used in designing pseudo-ladders to implement a climbing-like behavior for games which do not support special climbable walls. Running up stairs also allows the player avatar to continue its movement in a {{wp|Trajectory|ballistic curve}} beyond the top of the stairway, within a certain range (though this effect is rather limited). Furthermore, the vertical thrust of the arch-vile's attack can propel the player up to 55 map units in height, which combined with the aforementioned step height of 24 map units increases the maximum height the player can clear to 79 map units, though this can be further increased by stacking multiple arch-vile attacks onto each other.{{cite web|author=[[Rob Young (RjY)]]|title=|url={{dwforumsp|936023|AV-jumps}}|publication=[[Doomworld forums]]|publishdate=3 January 2011|accessdate=15 October 2023}} In source ports where [[free look]] is allowed by the engine, firing an rocket at the ground beneath the player causes them to be lifted up by the knockback from the explosion to allow for {{wp|rocket jumping|vertical rocket jumping}} as seen in games like ''[[Quake]]'' or ''{{wp|Half-Life (video game)|Half-Life}}''. Some fan-made [[deathmatch]] maps are designed with areas only accessible via this type of rocket jumping. This is not possible in the original engine, however; firing an rocket at the player's feet in Heretic (with the [[phoenix rod]]) or Strife (with the [[mini-missile launcher]]) will only cause horizontal recoil.  
  
When jumping is not possible, the maximum elevation that the player can step up is 24 map units, therefore allowing to create "ridiculously low walls" that must be lowered or otherwise worked around before the player can reach what lies in plain sight behind, for example a power-up, key, or switch. Therefore, when using a source port that allows jumping in Doom or Heretic, it can be considered a cheat that breaks the normal flow of the map; unless playing maps designed with jumping in mind. Because of this, some source ports allow to disable jumping on a per-map basis, with a keyword in [[MAPINFO]]. [[Doom 64]] allows access to its jumping feature after completing a [[secret level]] ([[MAP32: Hectic (Doom 64)|Hectic]]) "the hard way".
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When using a source port that allows for actual jumping in Doom or Heretic, it is often considered a cheat to use it, as it has the potential to break the intended progression of a map if the level was not designed with jumping in mind. Because of this, modern variants of the {{c|[[MAPINFO]]}} [[lump]] allow disabling of jumping on a per-map basis in compatible source ports. By contrast, platforming under vanilla restrictions has been used in [[speedrun]]ning since the very beginning, with optimal routes through levels often taking full advantage of platforming techniques to skip sections of the map, which is not considered a cheat, as it only utilizes mechanics that were implemented in the original Doom engine.
  
More limited methods of jumping include:
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Several popular mods feature jumping as a key gameplay mechanic for exploring the levels, such as [[Knee-Deep in ZDoom]] or [[Tribute - this is not the best wad in the world|Tribute]]. Others go even further and focus their entire gameplay on jumping and platforming, as seen in projects such as [[Jumpmaze]] or [[Jumpwad]]. [[Doom 64 EX]] allows access to a jumping feature not found in the original [[Doom 64]] after completing the [[secret level]] ([[MAP32: Hectic (Doom 64)|Hectic]]) using the three-key exit, via the "Features" menu where other cheats are found.
* The player avatar, in contrast to most non-flying monsters, is able to step up even narrow stairs. This has been used in designing pseudo-ladders to implement a climbing-like behavior for games which don't support special climbable walls. Running up stairs allows the player avatar to continue its movement in a ballistic curve beyond the top of the stairway, in a certain range (this effect is rather limited).
 
* If [[free look|looking up and down]] is allowed by the engine, firing a rocket at the ground and running over it to be lifted by the [[splash damage|blast radius]] allows to perform the so-called [[rocket jumping]]. This is possible in vanilla Heretic (with the [[Phoenix Rod]]) and in all multiplayer-oriented source ports. Deathmatch maps are often designed with areas only available through rocket jumping.
 
* Another risky way due to the received damage: Getting "successfully" attacked by an [[arch-vile]] also raises the player avatar briefly; this is referred to as [[arch-vile jump]].
 
  
== References ==
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== See also ==
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* [[Arch-vile jump]]
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* [[Rocket jumping]]
  
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== External links ==
 
* [http://www.faqs.org/faqs/games/doom/keys2-faq/ DOOM II Keys FAQ] - 2.6: Definition of terms
 
* [http://www.faqs.org/faqs/games/doom/keys2-faq/ DOOM II Keys FAQ] - 2.6: Definition of terms
 
* [http://blastmagazine.com/2008/04/01/doom-metrics/ Doom Metrics] - STEPS AND STAIRS
 
* [http://blastmagazine.com/2008/04/01/doom-metrics/ Doom Metrics] - STEPS AND STAIRS
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* {{dwforums|136925|Platforming wad progression for skill improvement (a longread)}}
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== References ==
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<references />
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[[Category:Doom engine]]
 
[[Category:Doom engine]]
 
[[Category:New features]]
 
[[Category:New features]]
 
[[Category:Basic level editing]]
 
[[Category:Basic level editing]]
 
[[Category:Cheating]]
 
[[Category:Cheating]]

Latest revision as of 19:57, 5 March 2024

Jumping in Doom can describe two different mechanics: jumping by adding an upwards impulse to the player avatar via user input, which is possible in a number of popular source ports such as PrBoom+, DSDA-Doom, ZDoom, or GZDoom, where this mechanic can be bound to a specific key, allowing the player to jump in a similar way as is seen in other platform games, such as Super Mario Bros. or Prince of Persia; and jumping as is possible under vanilla Doom restrictions, more frequently referred to as platforming, where instead the player relies on horizontal momentum generated by running to allow them to run or fall over a gap between two platforms, thereby "jumping" from one to the other. The jump distance of platforming can be enhanced through straferunning, which increases the maximum speed and momentum of the player, as well as rocket jumping, which utilizes the horizontal backwards thrust generated by an exploding rocket, and arch-vile jumping, where the combination of horizontal and vertical thrust applied to the player avatar by an arch-vile's attack is used to propel them across gaps and upwards onto otherwise unreachable ledges.

While jumping was not implemented in the original Doom engine, with neither Doom, Doom II, nor Heretic offering it, vertical thrust was already an included feature, with the arch-vile's attack showcasing the mechanic (or the tornado attack of the iron lich in Heretic). User-controlled jumping was then added in both Hexen and Strife, which ran on an enhanced version of the Doom engine.

Without jumping, the maximum elevation that the player can step up is 24 map units of height (16 in Strife), allowing for the creation of "ridiculously low walls" that must be lowered or otherwise worked around before the player can reach what lies in plain sight behind, for example a power-up, key, or switch. However, the player avatar, in contrast to most non-flying monsters, is able to step up narrow stairs, which has been used in designing pseudo-ladders to implement a climbing-like behavior for games which do not support special climbable walls. Running up stairs also allows the player avatar to continue its movement in a ballistic curve beyond the top of the stairway, within a certain range (though this effect is rather limited). Furthermore, the vertical thrust of the arch-vile's attack can propel the player up to 55 map units in height, which combined with the aforementioned step height of 24 map units increases the maximum height the player can clear to 79 map units, though this can be further increased by stacking multiple arch-vile attacks onto each other.[1] In source ports where free look is allowed by the engine, firing an rocket at the ground beneath the player causes them to be lifted up by the knockback from the explosion to allow for vertical rocket jumping as seen in games like Quake or Half-Life. Some fan-made deathmatch maps are designed with areas only accessible via this type of rocket jumping. This is not possible in the original engine, however; firing an rocket at the player's feet in Heretic (with the phoenix rod) or Strife (with the mini-missile launcher) will only cause horizontal recoil.

When using a source port that allows for actual jumping in Doom or Heretic, it is often considered a cheat to use it, as it has the potential to break the intended progression of a map if the level was not designed with jumping in mind. Because of this, modern variants of the MAPINFO lump allow disabling of jumping on a per-map basis in compatible source ports. By contrast, platforming under vanilla restrictions has been used in speedrunning since the very beginning, with optimal routes through levels often taking full advantage of platforming techniques to skip sections of the map, which is not considered a cheat, as it only utilizes mechanics that were implemented in the original Doom engine.

Several popular mods feature jumping as a key gameplay mechanic for exploring the levels, such as Knee-Deep in ZDoom or Tribute. Others go even further and focus their entire gameplay on jumping and platforming, as seen in projects such as Jumpmaze or Jumpwad. Doom 64 EX allows access to a jumping feature not found in the original Doom 64 after completing the secret level (Hectic) using the three-key exit, via the "Features" menu where other cheats are found.

See also[edit]

External links[edit]

References[edit]

  1. Rob Young (RjY) (3 January 2011). AV-jumps. Doomworld forums. Retrieved 15 October 2023.